From: Allan Rothberg
Subject: CtStalingrad:Errata Part 1 of ?
Campaign Stalingrad
Clarifications and Errata
September 1992
Clarifications:
1. Major cities battles: the defender does not have to retreat from a
major city hex until the attacker has captured the entire city.
Defending units in a city, however, are still disrupted if the attacker
achieves any type of advance result. It is entirely possible for the
attacker to capture a major city hex in one turned if he achieves in
advance result of four hexes. He could capture it in two turns if the
combined advance result of both attacks equaled or exceeded advance of
four.
2. Marsh hexes:
A) Any major or minor river running through or along a hex side or marsh
hex is ignored for all combat and movement purposes.
B) If using the optional rules (highly recommended) any units attacking
into and out of a marsh hex or cross a marsh hexside have their attack
strength reduced to one-third.
C) The attacking player may not receive the armor superiority shift if
all his armor units are attacking out of a marsh hex. However, they may
be used to prevent the defender from receiving the shift.
D) A unit may not advance into a marsh hex unless it was the first hex
of their advance.
3. Kharkov: Kharkov is a three hex city. Only one of the hexes is
considered a Major City hex.
4. North Map Edge: If the Axis Player clears a portion of the north map
edge of Soviet units, he must still garrison the map edge to prevent the
Soviet Player from entering units through his Friendly Map Edge hexes.
Since a player is not allowed to fight his way on to the map, one Axis
unit with a ZOC in every other hex is sufficient to block Soviet units
from entering.
5. Divisional Designations: It is not necessary to use the correct
divisional designations when entering play. Any division may be used
which is the same type and has the same ratings for movement, combat and
steps.
6. Receiving Replacements: Players roll for replacements at the
beginning of their player turn, not at the beginning of the game turn.
7. Ground Support: No more than one air unit may be allocated for Ground
Support in a combat.
8. Railroads:
A) For capacity purposes, count brigades, battalions, and regiments as
only 1/2 of a division. Count HQs, and Corps as a full division. Count
Cavalry and HQs as motorized.
B) Players are not allowed to combine their three hex repair capacity
into a single-line. The three hexes must be spread out between three
Railroads.
C) Players cannot destroy enemy rail hexes by occupying them or moving
through them. A friendly Railhead is only moved backwards when an enemy
unit enters the Railhead's hex. At that moment the Railhead is moved
back down the rail line to the first friendly controlled rail hex. With
this concept in mind, please note the change tot he definition of a
Connecting Rail Hex in the errata 15.5.
9. Road Rate: Motorized units may combine the road rate with Strategic
Movement to move a maximum of 18 hexes.
10. HQ Movement: Activated and unactivated HQs may use the road rate.
Neither may use Strategic Movement.
11. Soviet Artillery: The artillery division must be on their mobile
side to use rail movement.
12. Rule 10.51: This meant to apply only to the present combat. Step
losses a unit might have suffered in a previous combat has no bearing on
determination the distribution of step losses in the present combat.
13. Elimination Due to a Retreat: A retreated unit that cannot end its
retreat two hexes away from its original hex is eliminated.
14. Isolation in Combat: (rule 11.3): While an Isolated unit is not
marked as Isolated (Isolated Pocket rules) until its Supply Phase, it is
nonetheless immediately affected by Isolation for defense purposes.
15. Supply: Supply is judged at the end of the player turn rather than
the beginning. Therefore, a unit can start its movement without a Line
Of Supply and still move its full movement allowance. A unit usually
carried enough supply for about three days.
16. Combat Table: Even if the attrition die roll results in no step
loses, the player may still Advance After Combat if his black die roll
allows him. The opposite is also true' you can completely eliminate a
unit, and still not be able to advance if the black die resulted in no
advance.
Errata:
Rule 6.22: Delete "or friendly units" from the first sentence.
Rule 6.9: Insert "Hexside" between the words "ZOC" and "Bond" in the
first sentence.
Rule 8.0: Replace 1047 with 1045 in the second sentence.
Rule 11.1: Major & Minor Cities: Replace the phrase "Infantry type
units" with "non-armor type units" in the first sentence.
Rule 12.4: Replace "A Major River" with "an unbridged Major River" in
the first sentence.
Rule 13.0: Delete case 4 entirely.
Rule 15.5: Add the phrase ", unblocked by enemy units or enemy ZOC
Bonds," between the words "hexes" and "leading" in the first sentence.
Rule 19.4: Change the second paragraph to read: "A Frozen army is
immediately released if an Axis unit moves within 8 hexes of any unit in
the army."
Rule 20.3: Insert "eliminated" between "Isolated"" and "or" in the first
sentence.
Rule 21.5: Soviet Infantry: Delete the words "naval brigades" in that
paragraph.
Rule 21.5: Change for Naval and NKVD Replacements: These types may be
used as regular infantry replacements or to replace their respective
unit type. The reverse is not true, regular Soviet infantry replacements
may not be used to build Naval or NKVD units.
Rule 34.7: Delete the first case entirely. Soviet units may exit the box
at any time on or after Turn 21. Change "Turn 20" to "Turn 21" in case
number two.
Caucasus Display Card: Change "Turn 25" to "Turn 21" in the sentence
explaining the Caucasus Garrison. Delete the words "Axis Entry Space"
above the Krymskaya box on the Black Sea Coast Control Track.
Uranus reinforcement Card: The first turn Soviet reinforcements may
start the game on any friendly controlled rail hex that is not adjacent
to an enemy unit
Campaign to Stalingrad
Official Rules Changes
September 1992
It has been found that a Soviet tactic of placing a weak unit in the
front line and then placing a strong stack immediately behind it, can
unrealistically slow down the Axis offense. To lessen the effectiveness
of that tactic, the Overrun rules have been altered to allow the German
motorized units to be much more effective in Overrun combat. Since the
Germans were known fr their skill in mobile warfare, we felt the change
was justified.
Overruns:
1. Up to three German motorized units may combine their Attack Factors
for each Overrun. The German motorized units must begin the Advance
After Combat stacked together and must Advance as a stack. All other
nationalities (Soviet, Hungarian, Rumanian, etc.) are limited to using
only one motorized unit in each Overrun as described in the original
rules.
2. Non-motorized units may no longer perform Overruns. This applies to
all nationalities.
3. Units which have performed an Overrun (any nationality) are no longer
required to stop in the vacated hex. If the Advance After Combat result
(from the Overrun) is an "Advance 4 or 5", then the Overrun may continue
to advance and complete the full number of hexes allowed them by their
original Advance After Combat result. The units may even conduct another
Overrun if they have sufficient hexes remaining. If the result of the
Advance After Combat for the Overrun is less than 4 (i.e. 1-3), then the
units which made the Overrun must stop upon entering the defender's hex.
Example: Lets say the attacker achieves an advance of three in the
original combat. The attacker advances one hex and performs an Overrun.
Besides the step losses, the result is an Advance 4. The unit which made
the Overrun may enter the vacated hex and then move one additional hex.
The total number of hexes advanced was three (the original advance
result).
4. The Axis Player (only) may use Ground Support in an Overrun. The Air
Unit does not have to be committed until the Overrun is declared.
Fall Blau Set-Up:
1. The Soviet Player must distribute five step losses to his units
within the 38th Army. No unit may take more than one step loss. This is
in addition to rule 35.14
2. Add two supply depots to the Axis At Start forces. These may start in
any hex west of the June 28th start line.
Operation Uranus Set-Up:
1. The Soviet Player must distribute 30 step losses (instead of 20) to
his units before play begins. No unit may take more than one step loss,
and no more than three step losses (instead of four) may be taken from
each Army. Al step losses must come from the Armies at the front, they
may not be taken from units which set-up behind the front.
Determined Defense:
A step from a German division actually represents more men then a step
from a Soviet division (about 4,000 compared to 3,000). This imbalance
makes a German Determined Defense more expensive in manpower than a
Soviet Determined Defense, which should not be. Therefore, to correct
this imbalance use the following modification to rule 12.5. The Axis
player (as the Defender) may decrease the Advance After Combat by one or
two hexes by doubling his step losses. He may decrease the Advance After
Combat by three or four hexes by tripling his losses. If a mixed stack
of German and Axis allied units perform a Determined Defense, then all
the extra step losses caused by the Determined Defense must come from
German units or else the normal procedure applies.
Transport Points: Reduce both players Transport Points down to three
each turn instead of four. This change is important in balancing both
the Fall Blau and uranus scenarios.
Soviet Tank Corps:
Historically the Soviets had a terrible time getting their numerous
tank corps to work together. Without some kind of rule reflecting this,
the Axis Player may be in for a shock when he has to confront seven tank
corps on his northern flank by turn two. No more than two Soviet
"regular army" tank units may attack out of each hex, and no more than
one may be a tank corps. In other words, the best the Soviet Player can
achieve (with his non-Guard units) is a tank corps and a tank brigade
attacking from a single hex. This restriction does not apply to Soviet
Guard tank units; the two tank unit limit may be exceeded if all the
tank units in the hex, except two, are Guards. There is no restriction
or penalty for Soviet tank units stacking or defending together. There
is also no restriction on the number of regular tank units that may
attack a single hex, as long as only two are attacking from each hex.
Roads and Bridges:
The map accurately shows where the permanent bridges were, and which
river crossings were just ferries. However, it ignores the fact that one
side could quickly turn a ferry crossing into a temporary bridge (which
was often done). To reflect this the following rule: Rule: Any major
river hexside where a road begins and ends but does not cross , is
considered a ferry crossing site. The movement cost to cross these
hexsides is reduced to +1 MP instead of the normal +2/+4. However,, this
reduced cost does not go into effect until the turn after the player
controls hexes on each side of the crossing.
Railroad Repair:
It is annoying to keep track of the repair of the minor offshoots and
branches of all the rail lines. It is sufficient if players just
concentrate on the main rail lines. Therefore the following change: If a
player has a friendly controlled and repaired rail hex at each end of a
section of rail hexes, and that section of rail hexes is not connected
to a rail line that eventually leads to the enemy lines, and all hexes
of that that rail section are friendly controlled, then all rail hexes
in that section are immediately considered repaired. For example, if the
Axis Player repairs his rail line to Kastornoye (hex 1541) and to
Valuyki (hex 3041) then that section of track from 1642 to 2941 becomes
immediately repaired (if friendly controlled). Note that if the Axis
Player repaired to only Kastornye and hex 3141, he would not get to
automatically repair that section since it still had an outlet to enemy
lines through Valuyki.
Armor Superiority:
The Armor Superiority Matrix is no longer used. Players now achieve the
Armor Superiority combat table shift by having a favorable ratio of
armor steps involved in the combat than the enemy player. THe Axis
Player received the shift (whether on the offense or defense) if he has
the same number of armor steps (or more) than the Soviet Player. The
Soviet Player receives the shift (offense/defense) if he has twice as
many armor steps than the Axis Player. Anywhere in between, neither
player receives the shift. If one side has armor steps involved in the
combat and the other side doesn't, than the side which does receives the
shift.
-Each Hungarian and Rumanian panzer division step is equal to one half
(retain fractions) of a German or Soviet armor step.
-Mechanized steps count half on attack (retain fractions) and full on
defense.
-Each Luftwaffe Flak division counts as three steps of Armor for defense
only. In attack, they count as one armor step only if the defending
units include armor units.
- As before, the first step loss must come from one of these units that
made the shift possible. As an additional [proviso, if there are more
step losses to be distributed than non-HQ units, then once all non-HQ
units have taken a step loss the first unit to receive a second step
loss must be from one of the units that made the shift possible.
Conclusion of 9/92 errata
Campaign to Stalingrad
Official Rules Changes
December 1992
These are in addition to the 9/92 changes.
1. Overruns: Non-motorized units may only perform Overruns if the
original "Advance" result is "4" or "5".
9. Armor Superiority: Each Hungarian and Rumanian panzer division, and
all Mechanized steps are equal to one half (retain fractions) of a
German or Soviet armor step.
12. Transport Points and Weather: Rule 25.0 and 31.2: During Rain turns
each Transport Point has a length of three hexes (roads count as half a
hex). During turns of the Rasputitsa Transport Points are affected like
combat units - road hexes count as one and off road hexes count as two
hexes. The effects of both Rain and the Rasputitsa are cumulative.
13. Cadre Elimination: Rule 18.2: A unit that is eliminated while
Isolated does not have its Cadre Eliminated, if at the time of its
elimination it was only one hex away from being in a non-Isolated hex.
In a questionable situation use this procedure: the owning player places
the eliminated unit(s) in any vacant hex adjacent to the hex where it
was eliminated. If from that hex it can trace a Line of Communication
then its Cadre is not considered eliminated.
14. The Caucasus Campaign: Rule 34.9: There is no provision to handle
the possibility on the Caucasus Off Map boxes. In other words, how many
boxes per turn can a player take if al enemy units suddenly depart?
Answer: Four boxes per turn (the marker is moved during the Combat
Phase).
15. Advance After Combat:
a) Amend Rule 12.4 case 5: Add the word "Forest", between Marsh and
Major City.
b) Add Rule 12.4 case 8: Any unit wishing to advance across a Minor
River (after the first hex) must roll on the River Crossing Table. A
Minor River crossed entering the first hex has no effect on an advance.
c) Add Rule 12.4 case 9 and amend Rule 25.0: During Rain Turns all
Advance After Combat values are halved (Rounded Up). Advance of 1 or 2
hexes would be 1 hex; an Advance of 3 or 4 would be 2 hexes; and an
Advance of 5 would 3 hexes.
16. Effects of Isolation: Rule 9.3 case 3: Isolated Soviet (non-Guard
and non-NKVD) and Axis Minor Allies are halved in defense strength if
they are in a Major City hex or can trace a Line of Supply to a friendly
non-Disrupted Army HQ.
17. Set-Up: All "At Start" units (except HQs) must be set up within 3
hexes of the At Start Line if their Army's set-up hex focal point is
within three hexes of the At Start Line. In other words, no setting up a
thin screen on the front line, and placing all your other units far to
the rear.
18. Rule 12.4 case 6: Delete the exception printed in bold italic.
Design note: The more I though about this exception, the less it made
sense. I was trying to give advance after combat a little more freedom,
but the exception is not necessary, is not really justifiable and it's
complicated.
Clarifications
6. Replacements:
B) Replacements may not advance after Combat, however, they may retreat
if stacked with friendly units that are retreating.
C) Remnants are also used when a rifle division in hte Cadre Box
receives its first replacement. Place the rifle division on a Remnant
Holding Box and place the corresponding Remnant on the map.
8. Railroads:
A) For capacity purposes, count brigades, battalions, regiments HQs and
Replacements as only 1/2 of a division. Count Corps as a full division.
Count Cavalry and HQs as motorized.
C) You can only block an enemy rail hex, you cannot destroy it.
10. Headquarters:
B) Army Group and Front HQs are not a source of General Supply. Their
only function is to serve as an entry location for replacements and
units returning from the Cadre Box.
C) Army HQs may use their one Attack Factor in an attack and they may
Advance After Combat.
D) HQs count as half a division for Railroad Capacity.
12) Combat:
C) Notice that at 7-1 odds that the attacker will not suffer any step
losses if hte defender has only one step. This is due to Rule 10.5 case
4 (Excess Losses).
D) Column Shifts are applied after the odds column is determined.
Therefore, a combat with with odds of 8-1 and one shift to the left
would use the 6-1 column.
14) Overruns: A stack of German motorized units which have made a
successful Overrun may split apart. Some may advance and some may stay
back. If the black die result of the Overrun allowed the Advance to
continue, then the stack could split apart and go seperate ways.
15) Supply:
B) Supply Depots can be moved around hte rail net freely; i.e. any
distance and without counting against the Rail Capacity. A Supply Depot
on a Connecting Rail Hex may be absorbed into the Supply Track during
the Depot Creation step of the Supply Phase.
C) Axis combat units may trace General Supply to any Axis Army HQ
despite hte nationality.
Errata:
Rule 12.4 case 6: Delete the exception printed in bold italic.
Turn Record Track:
A) The Soviet 6th Mech. corps arrives on turn 59, delete the withdrawal
graphic on Turn 44.
B) Delete the the Soviet 4T Army HQ from Turn 26 - it arrives on Turn 11
as shown.
C) 19th Panzer: The temporary withdrawal of hte 19th Panzer division is
missing. It should withdraw on Turn 22 and return on Turn 61.
D) The German 95th division's withdrawal graphic is missing. It
withdraws on Turn 29.
E) The withdraw graphic on Turn 25 applies to any Soviet Tank Corps.
132nd Division: The 132nd German Infantry Division was left on the
countersheet by mistake (it served in the 11th Army). Ignore it for all
purposes.